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Test Dungeon with Torstans Tiles.

Since we collectively sorted out Torstans tiles on ViewingDale I thought Id have a play to see what I could do with them. So I have used quite a few of them in this map. The only non Torstan tiled bit is that I have applied a mud coloured texture between all the rooms but thats it. Everything else is from his set. Since its just a test this is a finished map.

Thanks, I thought it looked alright too and it was pretty easy to put stuff together. Its a bit fiddly and could do with grouping bits together into a large selection of rooms and corridors etc but I can do that no problem. I found myself reusing the corners and walls a lot.

The only odd bit is that there's two sets of walls, one with the stones on the grid and one with the stones to the side of the grid. I made most of the map with the stones on the grid but when I got to the right hand side and put in the stairs going down then the stairs are full width so you have to switch to stone on side of grid and fill in with stairs in between. I'm guessing that you designed it so that you stick with one or the other but I found that you need to switch to make it work out. I don't think that the issue can be avoided either.

To make the mud texture I took the final map and saved out a big copy then just edited that map into a black and white mask, blurred it a bit and used it as an alpha transparency with a mud texture color image. Then sat it back on top. So that took just a few minutes too.

Got you. Yes, the doors do look better in the arches - though they do need resized to do that nicely in general. Those pre-composited ones work really well.

As for the walls and the stairs - I place the stairs on the bottom and lay the wall over the top. Ideally the walls have the highest z-ordering of all objects. That gets around the issues, and avoids the issue of stairs being over the wall shadow, or the straight edge of the stairs not quite lining up with the irregular edge of the wall.

Yes that would make sense. ViewingDale does not have user settable Z order. It computes that based on the icon sizes. If you crash two sets of dungeon parts together then it sorts it all out for you which is great but its a restriction in these situations. I might make a 4 square set of steps out of 4 x 1 sqr set then it would correct itself.

Well you could certainly have a tile with steps and one wall stitched together (which can be flipped to give the other side) and another with the single steps block and a wall on both sides. That should cover most of the scenarios.